Description

Category: Animation

In the transition from 2.59 to 2.60, the FCurve actuator was removed. In 2.59 files, where FCurve actuators were used, 2.60 would replace them with Action actuators, which failed to properly play the original animation sequence.

The attached .blend (2.59) features a simple scene, with a Turret object that uses FCurve to play a recoil animation (press space to fire). Opening the file in 2.59, will show the appropriate behavior.

Opening the same file in 2.60, will show the inappropriate behavior, and therefore the problem itself.

And a really strange anomaly where the animation doesn't play for objects added in with scene.addObject, if those objects are on the same layer; adding in objects from an inactive/hidden layer seems to work fine.

I'm attaching an additional .blend that demonstrates this (two simple scenes: one Broken, and the other Working - press space to spawn in a copy).

In 2.59, the FCurve animation did go back to 1 - that was normal behavior.

Anyway, your help is appreciated, and if/when you fix these issues, please be sure to tell me the revision/s, so that I can see what you did (especially for the second bug ... I tried for hours, but I couldn't narrow it down to a specific block - really curious about what the problem actually is).

in Blender 2.59 [immediately before the 2.60 release] Goran's game engine tutorial 'turret defense'
works as he explains.

in Blender 2.60, as he as explained himself, the tutorial breaks, and as his tutorial is a foundational
tutorial using logic bricks its breaking is a pain both for him but also for tutors like myself who used his
work as example for more students of the game engine.

his tutorial cannot be taken past the 'hit points' video since even this basic file will crash blender.

for example, load the file and go to the game engine. everything seems to be working as required
until hit points = 0, where, upon escape back to blender, blender crashes.

Colin, your issue is different than the one in this report. For such cases, please post a different report as it makes keeping track of bugs easier. And Goran, as for your two bugs, the first one is kind of tough to fix. The FCurve Actuator did indeed go back to the start frame, but the 2.59 Actuator had the same behavior as the current Action Actuator (staying at the end frame). So, either route is going to break something. I'm inclined to stick with the animation ending on it's last frame instead of resetting back to it's starting frame. Unfortunately, this will require fixing older files that relied on the old behavior. What are your thoughts on this?

As for the second bug, I'll be trying to tackle it again soon. I'd really like to see this report closed. ;)

I remember that I used 2.59, and that the animation would go back to the start frame. So, I'm a little confused by the statement that the "2.59 Actuator had the same behavior as the current Action Actuator (staying at the end frame)".

It seems to me like "going back to the start frame" would effectively sync the Action Actuator functionality with how the FCurve actuator always worked.

But, anyway: If it's too difficult, I can certainly understand that - You should do whatever makes makes things easier for you.

I'm attaching a file called fcurve_action_inconsistent.blend to demonstrate what I was saying (you'll need to run the file in 2.59). And, I should have said, "the 2.59 Action Actuator had the same behavior as the current Action Actuator"